Eloquence
Eloquence perks improve your social skills.
Eloquence perks improve your social skills.
Perks of this rank cost 100 XP
All eyes on you.
Characters who engage in conversation with you, suffer a penalty to Perception governed tests equal to your Persuasion bonus for the duration of the conversation, as if Charmed. After conversing for at 1 minute, the penalty increases to a -10.
Damn your ugly!
You suffer permanent bane on all Persuasion and Deception tests, but also have boon on all Intimidation tests.
"Just a bird in the winds..."
You are able to perfectly mimic the sounds and noises of beasts.
You can direct your allies to attack.
You learn a basic Command. You can order an ally within 5m of you to make an Opportunity Attack against a creature of your choice as a reaction. This attack uses one of your attacks per round, rather than the ally's.
Insults you utter cut into the person's soul.
You've learned a new way to attack. As an action, you utter an insult at a creature that can see and understand you within 15m. The target must pass a Focus test, or suffer 1D6 psychic damage.
Perks of this rank cost 200 XP
You spin a lie and turn friends to foes.
When a creature within 15m of you suffers damage from an Attack, you can use your reaction to spend 1 Stamina and try to convince it that the Attack came from another creature within 5m of the target. If it fails an Investigation test, it must spend its next turn trying to attack that creature.
You can communicate simple ideas with beasts.
Using animalistic grunts, gestures, and noises, you can communicate simple ideas with beasts. Most beasts lack the intelligence to convey or understand complex ideas, but a friendly beast could relay what is has heard or seen in the recent past.
This perk does not grant you friendship with beasts, though you can combine your talent with gifts to curry favor with them, as you would with any character.
Your way with words inspire your allies
When you succeed on a Charisma governed test, an ally of your choice gains a bonus to their next skill test, within the next 10 minutes, equal to your CHA.
You construct well-thought arguments when debating.
You can treat your Persuasion skill as being governed by Intelligence.
As a part of the criminal underworld, you've learned how to secretly convey messages.
You learn the Thieves' Cant sign language. This is a special language used to convey secret messages with hand signs or by planting signal words into normal speech and writing. Relaying a message with speech or writing using Thieves' Cant, takes thrice as long.
Special. Consult your GM if it is appropriate for your character to have this perk.
fla
You can Command as a free action on your turn.
Perks of this rank cost 300 XP
You use subterfuge to raise your fighting skill.
When you pass a Fighting Style test, you have a minimum amount of Successes equal to your Deception bonus.
You attack in tandem with your ally.
When you use Strike Order, you can spend 1 Stamina and Strike against the same target as part of the same action. The target can only defend against one of those attacks.
By performing an act, you compel creatures to like you.
Over the course of a minute, you can perform a speech, dance, or some other form inspirational performance, spending 1 Stamina at the end of it. Each creature who saw the entire performance within 15m, must pass a Focus test or become Charmed by you.
Creatures that passed their test are immune to this perk for the next 24 hours.
You rush to aid an ally in need.
When you end your movement within 1m of an ally, you can spend 1 Stamina as a Command and make the ally regain 1 Health for each opportunity attack you provoked on your turn. The ally also gains temporary Health equal to your CHA.
You know how to perfectly mimic other people.
You can freely change your voice and speech pattern. Furthermore, you can unerringly mimic another person's speech, handwriting, gestures, and overall behaviour after having spent at least one hour studying each of these three components.
You ruse is indescernible to the casual observer. If a wary observer determines that something is amiss, you gain a boon to any Deception test made to avoid detection.
You inspire your allies, even when fighting.
You learn the Rally maneuver: an ally of your choice that can see and hear you within 10m, gains the benefit of your Inspiring Presence perk, no test required.
Your insults cut deeper.
You gain a permanent +CHA damage bonus to your Vicious Words attack.
Perks of this rank cost 400 XP
You've got great comebacks.
When you fail a Persuasion test, you can spend 1 Stamina to reroll the test. You must use the new roll.
Perks of this rank cost 800 XP
Your speech never falls on deaf ears.
All creatures that know at least one language are able to understand you. Similarly, you are able to understand all spoken words.
Perks of Might
Perks of Finesse
Perks of Magic
Perks of the Mind
Perks of Leadership